F22 Lightning 3(steam) still hates 1080P on ddraw mode using the final patch, the game sticks back to 1280 with polygon warp.
Jane's Fighters Anthology still has black flickering screen issues with the video, ingame and the menus
Tanktics has rainbow issues.

FPS limiter's been a requested feature for a long while… One day I may implement it.

Add pls triple buffering to v-sync... And you can add DX12 mode¿

"Triple Buffering" (forcing) is OpenGL-only feature, in DirectX you can "emulate" that behaviour with a custom management of the frames queue but the designation is still wrong (I know many DX games use that 2 words nonetheless).

DX12? You know it's a massive request and.....DX12 / Vulkan are NOT good for "general purpose" applications (see how many problems has the DX12 path of Unreal Engine 4.x in Borderlands 3 for example) 'cause you CAN'T write a "good" VRAM/Graphic Memory general purpose" component in DX12.

I forgot to release 2.63.1. 😀
Now I did it. It's the same as WIP70 with one bug fixed: when switching between fullscreen/windowed mode (including exiting the application) then the desktop video mode can change for a short period even when the scaling is done by dgVoodoo (instead of being kept at the current (native) resolution).

DX12? You know it's a massive request and.....DX12 / Vulkan are NOT good for "general purpose" applications (see how many problems has the DX12 path of Unreal Engine 4.x in Borderlands 3 for example) 'cause you CAN'T write a "good" VRAM/Graphic Memory general purpose" component in DX12.

I re-released 2.63.1 because I encountered a bug that can cause crash and resource (video memory) leak in DX modules (introduced with improved resolution scaling).
Only 2 days has elapsed since the last release so I didn't want to increment the version number.

DX12? You know it's a massive request and.....DX12 / Vulkan are NOT good for "general purpose" applications (see how many problems has the DX12 path of Unreal Engine 4.x in Borderlands 3 for example) 'cause you CAN'T write a "good" VRAM/Graphic Memory general purpose" component in DX12.

Thanks!
At this rate Windows will get opensourced. 🙁 Or it's just released because people in general don't know how to code against DX12 (bad reputation of DX12 in most of the games)?

From the blog:

What can you do with the code?
Make the move to D3D12 more quickly. Leverage the D3D12 Translation Layer library as-is in your game to port your existing work to D3D12 faster.

???? Why would replacing a DX11 layer with a DX11->12 wrapper be useful? I don't get it. It's basically the same as DX11 does internally, or worse.
(As far as I know, originally D3D11on12 was created for Direct2D for using that in DX12 applications.)